Diogo Ribeiro
Erudite
Volourn said:He never said that that multiple paths through a game doens't make a game better. Al he said is that ti doens't always add value. That is true. I go by PST. PST feels exactly like the saem game to me no matter hwo I play it which is why even though I like the game; I only played it to completion once.
Actually they do add value. Replay value. Since you only played PS:T once, you're probably missing out on some interesting tidbits of info on the storyline regarding TNO's past; probably even in its outcome, depending on your stats.
Now i understand that many people don't replay RPGs - but for the same amount of people that don't replay them, there's almost the same amount of people who do. I've replayed PS:T about 15 times, and i always encountered something new. I've replayed Fallout many times, and also found the occasional odd end in a couple of instances each time i played.
Multiple paths, wheter in terms of game endings, story or even dialogue outcomes always add value. Just because some people can't be bothered to replay to see that value, that doesn't make it so there isn't. Now, its obvious that depending of how someone actually designs the game, multiple paths and path branching might turn up useless. But what seems to me is that Gaider is excusing himself and using the idea that since most of the times multiple paths don't add something (to him), then he shouldn't try to include them in games. That's faulty logic. Now wheter he knows how to insert them or not, thats another thing (not) - but he acts in a way that goes by the "since the majority fails at it, i won't do it so i won't fail as well".
I'd honestly prefer that he failed (but at least tried), instead of claiming certain things are useless (like the timeless "evil quests are useless because no one plays evil" shtick).
Also, TOB fails on the "multiple paths" business. 3 endings, which consist of
One to become a good God
One to become an eeebil God
One to reject his Bhallspawn essence and become a mortal
are badly portrayed. Why? Because there's no action->consequence. Actions (other than killing a bazillion things to get there) are non-important to the outcome of it. Multiple endings to something shouldn't be just about choosing an outcome from a set of dialogue choices that'll happen regardless of what you did - at the very least, multiple paths should have happened before. Do you feel fulfilled by killing every peasant and innocent you come across trough the Realms and then someone asks you if you want to be a "good God"? Its detached of actual value.
Exitium mentioned Deus EX's endings - those work better than TOB's endings. Why? Because you actually play, and the results of what you do lead you said endings. It wouldn't be the same reaching Area 51 and having, say, a hologram ask you: "Well, its the end of the game. Which slideshow do you want to see?", would it? Of course not - the advantage od DX over TOB in that department, is that you're warned of what outcomes might happen if you do soemthing (Illuminati, Dark Age and Helios endings), and your actions will actually define what will happen. Meanwhile, in TOB, you're warned of what will happen, but your actions towards that end are futile, as you'll fight to see an ending, not work towards that ending.
Though i guess he's right, though: making branching story paths doesn't always add value... in Bioware games.